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Rampant/changelog.txt
2019-02-15 20:17:30 -08:00

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Version: 0.16.39
Date: 2. 15. 2019
Bugfixes:
- Reset squad scoring functions and set default scoring function
- Switched to single instance require statements causing multiple sentinel memory objects
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Version: 0.16.38
Date: 2. 14. 2019
Bugfixes:
- Fixed squad attack being nil due to timing delay in update
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Version: 0.16.37
Date: 2. 10. 2019
Improvements:
- Added the energy thief faction that will convert powered player structure into electric draining crystals
- Added the poison faction that when killed creates a damaging toxic cloud
- Removed unnecessary grouping mechanism when spawner eggs produce units
- Added individual base faction ai to manage base development
- During onslaught ai state player building destroyed by biters credits x10 to the biters
- Increased dispersion projection of pheromone by 20% allowing for further pathing
- Reworked squad attack scoring to better account for death pheromone
- Squads that kamikaze may now occasionally disregard death pheromone
- Maintain sorted chunk array for processing in a radial pattern from origin
- Hide spawner drones from the bonus gui screen
Tweaks:
- Increased resource pheromone min from 9000 to 15000
- Increased resource pheromone max from 10000 to 20000
- Increased retreat pheromone min from 1000 to 10000
- Increased retreat pheromone max from 17000 to 170000
- Increased player pheromone multipler from 500 to 2500
- Increased bad squad movement penalty from 4000 to 10000
- Increased death pheromone generator from 125 to 750
- Increased victory pheromone by x3
- Decreased death pheromone generator persistance from 0.995 to 0.9
- Decreased death pheromone persistance from 0.99 to 0.975
- Removed arbitrary player gen multipler in retreat scoring function
- Increased default setting of player score attack contribution from 7 to 16
- Added minor resistance to poison to acid faction
- Added minor resistance to laser to electric faction
- Added minor resistance to explosion to fast faction
- Added minor resistance to electric to laser faction
- Added major resistance to explosion to physical faction
- Added minor resistance to poison to suicide faction
- Added minor resistance to physical to troll faction
- Added minor resistance to explosion to troll faction
- Added minor weakness to poison to inferno faction
- Added minor weakness to laser to physical faction
- Added minor weakness to electric to physical faction
- Increased general biters physical decrease for levels 7 - 10, (10->11,12->13,14->16,15->17)
- Increased general biters physical percent for levels 7 - 10, (13->14,13->16,14->18,15->20)
- Increased general biters explosion decrease for levels 6 - 10, (0->10,10->12,12->14,14->16,15->20)
- Increased general biters explosion percent for levels 6 - 10, (12->13,13->15,13->16,14->17,15->20)
- Added general spitters physical decrease for levels 1 - 10, (0,0,0,0,2,4,6,8,10,12)
- Added general spitters physical percent for levels 1 - 10, (0,0,0,10,12,12,14,14,15,15)
- Decreased base spawner upgrade from 300 to 250
- Decreased base worm upgrade from 250 to 200
- Removed evolution requirement rounding for bobs spawners and ne spawners
Bugfixes:
- Fixed pheromone dispersion when non-cardinal directions receiving pheromone when it shouldn't
- Fixed ai states of migrating and seige when expansion is disabled on the map instead onslaught state happens 10% more in place
- Fixed retreat score function not using correct player multiplier
- Fixed kamikaze flag being removed on merged group if mergee group didn't have kamikaze
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Version: 0.16.36
Date: 2. 5. 2019
Improvements:
- Integrated nocturnal mode with siege, migration, and raiding states so they work together now.
- Swapped scoring function when in siege mode causing the biter lines to actually advance now.
- Added Onslaught AI state where ai gets 2x credits per logic cycle
Tweaks:
- Reverted nest upgrade chance to 0.05%
- Increased Biter credits per destroyed building by 10% after fixing 10x credit bug
- Increased settler unit groups standard deviation by roughly 30%
- Increased death pheromone persistance from 0.975 to 0.995
Bugfixes:
- Fix for squad movement penalties not be boosted alongside building pheromone causes units to repeat movement into chunks more frequently than needed
- Fix for biter getting 10x credits for destroying buildings causing relentless onslaughts.
- Fix Siege spelling
- Updated retreat chunk scoring function to use negative for player and player base generator
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Version: 0.16.35
Date: 2. 1. 2019
Improvements:
- Added options to toggle new enemy factions
- Randomized base alignment array with map seed so faction distribution changes from map to map
- Added a setting to disable siege ai state, which may have been causing extra non pollution biter movements
Tweaks:
- Added upgrade path for neutral faction to laser resist faction
- Removed upgrade path from electric biters to laser resist faction
- Increased nest upgrade chance from 0.05% to 1.5%
Bugfixes:
- Fix for base upgrade framework to leveling nests correctly due to rounding errors in floating percision for lookup
- Fix for migration toggle setting not preventing the ai migration state
- Fix for entity upgrades allowing for a evolution decrease instead of start from current evolution requirement
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Version: 0.16.34
Date: 10. 19. 2018
Improvements:
- Reworked dispersion to process pheromone in two phases.
- Switch to all adjacent neighbors instead of cardinal neighbors for dispersion
Tweaks:
- Reduced chunks process per interval from 400 to 300
- Increased building pheromone generator by 10x
- Reduced Retreat pheromone max level from 20000 to 17000
- Reduced Retreat pheromone min level from 1500 to 1000
- Increased death generator from 75 to 125
- Increased movement persistence from 0.875 to 0.975
- Increased player persistence from 0.98 to 0.97
- Increased resource persistence from 0.99 to 0.97
Bugfixes:
- Fix for unit groups not being able to move off of impassable terrain
- Fix for incorrect variable name in interop
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Version: 0.16.33
Date: 9. 25. 2018
Improvements:
- Reworked how death pheromone sticks to terrain and how long it is active for
Optimizations:
- Reduced in memory map footprint increasing save speed
Bugfixes:
- Fix for unit groups getting stuck in random locations
- Fix for unit retreats causing excessive retreats due to inverted comparison
- Fix for unit groups not creating new settlements
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Version: 0.16.32
Date: 8. 1. 2018
Improvements:
- Raiding AI Toggle - toggles the ai raiding parties from outside your pollution cloud
- Added a check for waterfill to trigger pass ability scan on affected chunks
Tweaks:
- Lowered base alignment selection threshold from 0.65 to 0.35, causing more variation in the later stages of the game for factions
- Lowered upgrade entity selection threshold from 0.65 to 0.35, causing more variation in the later stages of the game for spawners and worms
Bugfixes:
- Invalid surface index for creative mode blueprinted tiles
- Surface tile change event wasn't correctly accounting active surface
- Normalized evolution requirements so when starting at a higher enemy level they are placed at the correct starting distances
- Fixed NEE compatibility
- Version upgrade map rebuild will no longer reapply deadzones
- Parenthesis in the wrong spot in pheromone dispersal algorithm
- Moved AI toggles to map settings instead of startup settings
- Changing new biter settings mid game no longer crashes the saves, still can cause entity loss
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Version: 0.16.31
Date: 7. 19. 2018
Bugfixes:
- MAJOR BUG: fixed typo in inverted filter for processing player buildings and enemy nests, which eventually lead to all aliens going inactive due to invalid targets [https://mods.factorio.com/mod/Rampant/discussion/5b48e84e1495c8000be8f961]
- For changing start and end enemy level in relation to scaling value error [https://mods.factorio.com/mod/Rampant/discussion/5b4e37227ffb42000a2dc40d]
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Version: 0.16.30
Date: 6. 7. 2018
Improvements:
- Raiding AI state nows requires an evolution of 0.04 before it can trigger
Bugfixes:
- Fixed fire biter nest size
- Fixed Acid spitter resistances to be more inline with vanilla resistances
- Fixed laser faction not having in-place evolution path from electric biters
- Fixed range of unit levels being off by one, limiting the max units to level 9 only instead of 10
- Fixed missing wasp worm drone locale entry
Tweaks:
- Increased troll units scale +0.2
- Increased troll health regeneration for units by ~3x, spawners and worms by ~7x
- Increased the lower attribute bound from 0.7 to 0.85
- Increased the base distance to evolution index ratio from (1 / 5480) to (1 / 7200)
- Increased the chance that initial base alignment picks a lower tier alignment by 0.15
- Normalized all enemy faction attributes through the defaults, should be minor unit corrections
Framework:
- Refactored new enemy modules
- Created default attributes for all unit, unit spawner, worms
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Version: 0.16.29
Date: 6. 3. 2018
Tweaks:
- Increased ai state min time from 1 to 7 minutes
- Increased ai state max time from 4 to 17 minutes
- Increased ai temperament min time from 5 to 25 minutes
- Increased ai temperament max time from 15 to 32 minutes
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Version: 0.16.28
Date: 6. 1. 2018
Bugfixes:
- Fixed new enemies setting units and worms to different numbers for variations or tiers causing startup crash
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Version: 0.16.27
Date: 5. 23. 2018
Tweaks:
- Changed spawner faction loot drops from green to orange.
- Changed attack prototype for wasps so it doesn't show up in bonuses bullet gui
Improvements:
- Changes to player accounting to enable multi player forces in a pvp scenario.
- Check for battle_surface_1 & 2 used in pvp and store and use discovered surface index.
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Version: 0.16.26
Date: 5. 19. 2018
Bugfixes:
- Fix for combination of NE and Bobs with non-standard mod settings in relation to alien artifacts.
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Version: 0.16.25
Date: 5. 19. 2018
Improvements:
- Configuration options for scaling biter, spitter, worm, and nests stats by a scaler.
Optimizations:
- Switched passScore per chunk calculation to use the mutli filter query instead of individual calls for tile counts
Bugfixes:
- Changed how mod settings are set in memory to prevent missing unit crashes (https://forums.factorio.com/viewtopic.php?f=190&t=31445&start=320#p362819)
- Cleaned up NE and Bobs detection
- Fixed locale typo in deadZoneFrequency description from with to without(https://forums.factorio.com/viewtopic.php?f=190&t=31445&start=320#p363436)
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Version: 0.16.24
Date: 4. 14. 2018
Tweaks:
- Reduced Inferno biters damage at levels 8+
Bugfixes:
- Removed all conditional requires in data, data-update, and data-update-final
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Version: 0.16.23
Date: 3. 1. 2018
Improvements:
- Changed nuclear blast damage to scale with tiers and increased explosion count at higher tiers (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=260#p346147)
Bugfixes:
- Fix for bobs enemies and ne dumb projectiles (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=260#p345778)
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Version: 0.16.22
Date: 2. 18. 2018
Features:
- AI State Migration, where the ai looks for resources patches to setup new bases
- AI State Siege, where the ai does a migration event but also builds towards the player and their base
- Default is vanilla AI is off by default now
Tweaks:
- Death pheromone persistance increased from 0.9 to 0.99
- Death pheromone per death increased from 600 to 3000
- Death Retreat threshold switched to linear interpolation between, 2.5 deaths @ 0%, 400 @ 100% evolution
- Increased player pheromone weight for squad movement from 100 to 500
- Decreased victory scent multipler from 100000 to 10000
- Increased ai max stored points from 10000 to 12500
Improvements:
- Added splitters to be detected by enemies
- Added added a recycle waypoint threshold for paths that the unit seems to be stuck in a cycle
Bugfixes:
- Nests and worms not getting counted correctly when upgrading
- Fixed getEntityOverlapping chunks returning more than it should have
Framework:
- Fixed exportaistate visualizer
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Version: 0.16.21
Date: 2. 16. 2018
Improvements:
- All other robots now take damage from biter projectiles and explosions (https://mods.factorio.com/mod/Rampant/discussion/5a81bd380333a5000c939c7f)
- Removed unnecessary squad roll during map processing
Optimizations:
- Switched over to the nth tick functions for logic and processing
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Version: 0.16.20
Date: 2. 11. 2018
Improvements:
- Removed squad movement penalty before disband
- Combat robots now take damage from biter projectiles and explosions
- Spawner biters are now put into groups after they are spawned
- Changed pheromone spread to no longer take into account water tiles
- Added enemy nests to the resource pheromone field as a negative weight
Bugfixes:
- Removed Deadzone nests and worms from the internal memory map
- Fix for unit spawner scaling based on tier (Existing saves will have spawners overlap due to scale increase)
- Removed movement from spawner egg sacks
- Fixed local of worm spawner eggs
Tweaks:
- Increased damage spawner spitters take when shooting
- Increased resource persistance from 0.9 to 0.99
- Increased base and resource dispersal from 0.3 to 0.35
- Increased resource generation range from a min of 90 to a min of 900
- Adjusted unit spawner collision and selection box
- Reduced spawner biter size
Optimizations:
- Added property garbage collection for certain chunk properties
Framework:
- Fixed visualizer selection
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Version: 0.16.19
Date: 2. 09. 2018
Features:
- Blockable projectiles, most projectiles will be stop by walls and other objects
- Rocket launches now agitate biters
- Added Raiding phase where for a short period of time the ai triggers based on player base proximity for an attack wave to form
Improvements:
- Switched linear tier generation from rounding using ceiling to nearest number
- Spawner faction spitters now degrade when attacking and check buildability for units to prevent infinite biter masses when attacking
- Added a random roll to form biters during map processing to cause a more spread out squad formations
Bugfixes:
- Added check for null group (https://github.com/veden/Rampant/issues/16)
- Added check for null alignment table (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p342122)
- Fix for adaptive factions only adapting one chunk of each faction instead of the whole faction
Tweaks:
- Changed Spawner baseline evolution requirement from 60 to 70%
Framework:
- Added interop function for registering unit groups from other mods for Rampant AI management
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Version: 0.16.18
Date: 2. 05. 2018
Bugfixes:
- Fixed the enemy naming so the enemy tiers can be changed without losing enemies (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p340944)
- Fixed bob enemies load error (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p340897)
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Version: 0.16.17
Date: 2. 02. 2018
Features:
- Added the Wasp faction, an enemy that throws smaller flying enemies
- Added the Spawner faction, an enemy that throws egg sack that make biters
Improvements:
- Added setting to turn off most of the friendly fire for worm and spitter splash damage
- Changed electric biters to target multiple entities with their beams at a time
- Changed electric worms to shoot a projectile that explodes into an electrical cluster
- Added settings for controlling what tier enemies start and end at
- Changed laser spitters and worms to shoot a projectile that explodes into an laser cluster
Bugfixes:
- Added laser resistance to laser worms
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Version: 0.16.16
Date: 1. 31. 2018
Improvements:
- Added support for NE Buildings artifacts
- Switched biter clump scanner to chunk based search for roughly constant performance
Bugfixes:
- Potential desync fix relating to squads
- unitGroup being nil (https://mods.factorio.com/mod/Rampant/discussion/5a72832d3b14f30009910dce)
- Squads not being deallocated for chunks when group is no longer valid
- Fix for 5 tier of units resulted in only the larva class
Tweaks:
- Increased player base pheromone generation by 10 times
- Increased retreat threshold max from 10000 to 18000
- Increased the spread of player base pheromone from 0.25 to 0.30 (this is only for pathfinding)
- Increased the generation of player pheromone from 150 to 300
- Increased the death pheromone from enemys from 500 to 600
- Increased the player aggro distance from 4 chunks to just over 5 chunks
Framework:
- Changing squads on a chunk to a map instead of an array
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Version: 0.16.15
Date: 1. 29. 2018
Bugfixes:
- Fixed NE and bobs integration
Tweaks:
- Increased base processing passes from every 5 to 2 seconds
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Version: 0.16.14
Date: 1. 28. 2018
Bugfixes:
- Fixed inverted check for bobs and ne (https://mods.factorio.com/mod/Rampant/discussion/5a6ec83c1650e7000ee173b2)
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Version: 0.16.13
Date: 1. 28. 2018
Bugfixes:
- Fixed load error for mod dependencies (https://github.com/veden/Rampant/issues/15)
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Version: 0.16.12
Date: 1. 28. 2018
Bugfixes:
- Fixed an error where item could be nil (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p339033)
Improvements:
- Added support for bobs and NE artifacts
- Added options to include Bobs or NE as factions
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Version: 0.16.11
Date: 1. 27. 2018
Bugfixes:
- A a null check for nil'ed squad groups (https://mods.factorio.com/mod/Rampant/discussion/5a6d09cb9a95f7000b165865)
Improvements:
- Added setting options for changing tiers and variations to allow for a smaller memory footprint
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Version: 0.16.10
Date: 1. 27. 2018
Bugfixes:
- Fixed missing function in surfaceTileChange call (https://mods.factorio.com/mod/Rampant/discussion/5a6cf2ff68436500096b638b)
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Version: 0.16.9
Date: 1. 27. 2018
Bugfixes:
- Fixed uninitialized kamikazeThreshold
- Fixed that deadzones wouldn't expire allowing for resettling
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Version: 0.16.8
Date: 1. 26. 2018
Bugfixes:
- Fixed on_tick empty interval (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=220#p338531)
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Version: 0.16.7
Date: 1. 26. 2018
Improvements:
- Reduced the number of trivial smoke created to 4 from ~20
Tweaks:
- Turned off new enemies by default
- Set default number of enemy variations per tier to 1
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Version: 0.16.6
Date: 1. 25. 2018
Features:
- Generated enemies for a large variety of things to battle
- Evolving bases now get stronger over time and specialize their units
- Creates areas clear of biters
Bugfixes:
- Fixed a cause where squads could get stuck on hard to pass terrain
Tweaks:
- Increased squad movement penalty before removal from 8000 to 10000
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Version: 0.16.5
Date: 1. 24. 2018
Bugfixes:
- Fix from Pxanych for calculatekamikazethreshold passing table instead of a number
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Version: 0.16.4
Date: 1. 23. 2018
Bugfixes:
- Fix for invalid ai max squad variable reference
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Version: 0.16.3
Date: 1. 13. 2018
Bugfixes:
- Fixed creative mode tile wand robot error (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=220&hilit=rampant#p335574)
- Fix from CyaNox for build tile positions to array of tiles change in factorio 0.16.17
Improvements:
- Removed squad limit
- Squads converted from vanilla control receive immediate kamikaze roll
- Units not under a unit group, now get a kamikaze roll before being put into a retreating squad
Optimizations:
- Reworked squad regrouping to be surrounding chunks instead comparing against master list
Framework:
- Add squads to chunk map for faster location sensitive lookups
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Version: 0.16.2
Date: 1. 2. 2018
Bugfixes:
- Fixed invalid function call due to a function renaming
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Version: 0.16.1
Date: 1. 1. 2018
Features:
- Artillery shell impacts cause biter squads to form and prevents the single file line of retaliation
- Unit spawners now rally troops when they die
Improvements:
- Cliffs and impassable areas due to object density have been added to the pathfinder
- Terrain that is dynamically altered (landfilled, cleared of trees, cleared of cliffs) will be accounted for now
- Added artillery turret to buildings that emit pheromones
- Increased kamikaze frequency by increasing the chance to roll for Kamikaze from 70% to 100%
Optimizations:
- Switch scanning for cliffs, resources, and tiles to event based instead of polling
- Reduced number of table allocations when working with squads
Bugfixes:
- fixed changelog so it shows up in-game interface
- Added checks for correct surface before processing build events
Framework:
- Created visualler for viewing internal Rampant ai game state
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Version: 0.16.0
Date: 13. 12. 2017
Tweaks:
- Updated info.json
Bugfixes:
- Fixed broken icon size prototypes
- Fixed create-smoke calls
- Fixed perimeter to radius
- Fixed smoke
- Fixed missing fire tile properties